Program, control method, and information processing apparatus

ABSTRACT

A program that may cause an information processing apparatus that executes a game to execute: storing, in a storage unit, a first parameter associated with a first game content arranged in virtual space and a second parameter associated with a second game content arranged in the virtual space; starting a match between the first game content and the second game content; automatically changing a third parameter regarding a positional relationship between the first game content and the second game content in the virtual space to be closer to a first target value at a certain time change rate; changing the second parameter associated with the second game content, on the basis of the third parameter and the first parameter associated with the first game content; and determining that a user wins the match when the second parameter becomes a second target value.

PRIORITY

This application is a continuation of and claims priority to U.S.application Ser. No. 15/191,700, filed Jun. 24, 2016, and entitled“PROGRAM, CONTROL METHOD, AND INFORMATION PROCESSING APPARATUS”, thedisclosures of which are incorporated herein by reference.

FIELD

The present invention relates to a program, a control method, and aninformation processing apparatus.

BACKGROUND

In known match games, a user's character plays a match with an opponentcharacter in response to a user input performed on an informationprocessing apparatus such as a smart phone. For example, JapaneseUnexamined Patent Application Publication No. 2014-233421 discloses amatch game where a user solves a puzzle in a puzzle section at thebottom of a game screen, and, in accordance with that result, the user'scharacter attacks an opponent character in a match screen section at thetop of the game screen.

In such known match games, a match between a user's character and anopponent character may not develop with sufficient changes in accordancewith the progress of the game. For example, the result of playing thepuzzle game is merely used in determining a condition for the user'scharacter to attack the opponent character, and does not contribute tochanges in the development of the game. Therefore, the development ofthe game from the beginning to the end does not change significantly,which may make the game monotonous for a user. There is room forimprovement in realizing a game that does have a changing development.

SUMMARY

Accordingly, exemplary embodiments described herein may provide aprogram, a control method, and an information processing apparatus forrealizing a game that changes the development of the game in accordancewith the progress of the game.

According to an exemplary embodiment, there may be provided a programthat causes an information processing apparatus that executes a game toexecute: a storing step of storing, in a storage unit, a first parameterassociated with a first game content arranged in virtual space and asecond parameter associated with a second game medium arranged in thevirtual space; a starting step of starting a match between the firstgame medium and the second game content; a first changing step ofautomatically changing a third parameter regarding a positionalrelationship between the first game content and the second game contentin the virtual space to be closer to a first target value at a certaintime change rate; a second changing step of changing the secondparameter associated with the second game content, on the basis of thethird parameter and the first parameter associated with the first gamecontent; and a determining step of determining that a user wins thematch when the second parameter becomes a second target value.

According to an exemplary embodiment, in the second changing step, anamount of change in the second parameter may be greatest when the thirdparameter is equal to the first target value.

According to an exemplary embodiment, in the second changing step, anamount of change in the second parameter may increase as the thirdparameter becomes closer to the first target value.

According to an exemplary embodiment, in the storing step, there may bestored, in the storage unit, attribute information indicating anattribute of the first game content, and information that indicates acorresponding relationship between an attribute and the third parameter.According to an exemplary embodiment, in the changing step, an amount ofchange in the second parameter may increase when an attributecorresponding to the third parameter and the attribute of the first gamecontent have a certain corresponding relationship.

According to an exemplary embodiment, the program may further cause theinformation processing apparatus to execute a step of switchinginformation regarding the second game content in accordance with thethird parameter.

According to an exemplary embodiment, the information regarding thesecond game content may include at least one of an image of the secondgame content on a screen, and an operation format of the second gamecontent in the match.

According to an exemplary embodiment, the program may further cause theinformation processing apparatus to execute a step of increasing afourth parameter when a first task is successfully achieved. Accordingto an exemplary embodiment, in the second changing step, the secondparameter may be changed on the basis of the third parameter, the firstparameter, and the fourth parameter.

According to an exemplary embodiment, the time change rate of the thirdparameter may be determined in accordance with the fourth parameter.

According to an exemplary embodiment, the program may further cause theinformation processing apparatus to execute a third changing step ofchanging the third parameter to be away from the first target value whenthe second task is not achieved.

According to an exemplary embodiment, in the third changing step, thethird parameter may be changed to belong to another range different froma range to which the third parameter currently belongs, among aplurality of non-overlapping numerical ranges.

According to another exemplary embodiment, there may be provided acontrol method for an information processing apparatus that executes agame. The control method may include: a storing step of storing, in astorage unit, a first parameter associated with a first game contentarranged in virtual space and a second parameter associated with asecond game content arranged in the virtual space; a starting step ofstarting a match between the first game content and the second gamecontent; a first changing step of automatically changing a thirdparameter regarding a positional relationship between the first gamecontent and the second game content in the virtual space to be closer toa first target value at a certain time change rate; a second changingstep of changing the second parameter associated with the second gamecontent, on the basis of the third parameter and the first parameterassociated with the first game content; and a determining step ofdetermining that a user wins the match when the second parameter becomesa second target value.

According to yet another exemplary embodiment, there may be provided aninformation processing apparatus including a storage unit that stores afirst parameter associated with a first game content arranged in virtualspace and a second parameter associated with a second game contentarranged in the virtual space; and a control unit. The control unit maystart a match between the first game content and the second gamecontent; may automatically change a third parameter regarding apositional relationship between the first game content and the secondgame content in the virtual space to be closer to a first target valueat a certain time change rate; may change the second parameterassociated with the second game content, on the basis of the thirdparameter and the first parameter associated with the first gamecontent; and may determine that a user wins the match when the secondparameter becomes a second target value.

Therefore, according to some exemplary embodiments of the program, thecontrol method, and the information processing apparatus, a game thatchanges how it develops in accordance with the progress of the game isrealized.

BRIEF DESCRIPTION OF THE DRAWINGS

Exemplary FIG. 1 is a block diagram of a game system according to anembodiment of the present invention.

Exemplary FIG. 2 is a diagram illustrating information stored by aserver storage unit.

Exemplary FIG. 3 is a diagram illustrating information stored by theserver storage unit.

Exemplary FIG. 4 is a diagram illustrating information stored by theserver storage unit.

Exemplary FIG. 5 is a diagram illustrating the correspondingrelationship between a relative distance d and a change parameter α.

Exemplary FIG. 6 is a diagram illustrating information stored by theserver storage unit.

Exemplary FIG. 7 is a diagram illustrating a screen displayed on aterminal apparatus illustrated in FIG. 1.

Exemplary FIG. 8 is a diagram illustrating a game screen according tothe embodiment.

Exemplary FIG. 9 is a diagram illustrating a game screen according tothe embodiment.

Exemplary FIG. 10 is a flowchart illustrating a process performed by theterminal apparatus.

Exemplary FIG. 11 is a flowchart illustrating a match processillustrated in FIG. 10.

Exemplary FIG. 12 is a diagram illustrating a game screen according to amodification of the embodiment.

DETAILED DESCRIPTION

Hereinafter, exemplary embodiments of a program, control method, andinformation processing apparatus will be described.

First, an exemplary embodiment of a game system including a serverapparatus and a terminal apparatus will be described. Referring to FIG.1, a game system 10 according to the embodiment may include a serverapparatus 11 and a plurality of terminal apparatuses 12. FIG. 1illustrates only one terminal apparatus 12 for the sake ofsimplification. The server apparatus 11 provides a game to the terminalapparatus 12 owned by each user.

Now, the outline of the game according to the embodiment will bedescribed. In the game according to the embodiment, a user may use agame content to play a match with a game content serving as an opponent.A game content may be electronic data used in the game and may include,for example, a card, an item, a character, an avatar, and an arbitrarymedium. A game content may be electronic data that may be obtained,owned, used, managed, exchanged, combined, strengthened, sold,discarded, or given by a user in the game. The usage formats of a gamecontent are not limited to those described in this specification.

Hereinafter, unless otherwise noted, “a game content owned by a user”refers to a game content associated with a user. In addition, “giving agame content to a user” refers to associating a game content with auser. In addition, “a user discards a game content owned by the user”refers to cancelling the association between a game content and a user.

In the game according to the embodiment, a user may play a part of thegame including a match game, which may be referred to as a desired matchgame part, among a plurality of match game parts. The match game partmay be a game part in which, out of the game executed on the terminalapparatus 12 of the user, the user plays a match with a game contentserving as an opponent. The match game part may be, for example, acertain quest or mini game executable within the game, but is notlimited to these types. In the match game part, the user may use one,some, or all of one or more game media (first game media) owned by theuser, which may be one or more characters in the present embodiment(hereinafter may also be referred to as a “deck”) to play a match with asecond game content, which may be an opponent character such as anon-player character (NPC) in the present embodiment.

Each character used in the match game part, namely, each characterincluded in the deck, may be associated with parameters such as healthmeasured in hit points (HP), attack ability, level, skill, andattribute. The HP of a character may be a parameter that decreases whenthe character is attacked by the opponent character, for example. Whenthe HP of the character reaches zero, the user may lose in the matchwith the opponent character. The attack ability of a character may be aparameter that contributes to the amount of decrease in the HP of theopponent character (hereinafter may also be referred to as “damage”)when the character attacks the opponent character. According to anexemplary embodiment, a character having a higher attack ability maycause greater damage to an opponent character with one attack. The levelof a character may be a parameter that indicates the degree of growth ofthe character. As the level becomes higher, the HP and the attackability may also become higher, for example. The skill of a charactermay be information that indicates a character-specific effectdemonstrated by the character during the gameplay of a game part.Exemplary skills may include a skill that has the effect of increasing aparameter such as the HP or attack ability of a character in the deck,and a skill that has the effect of decreasing damage caused by an attackmade by an opponent character, but are not limited to these examples.The attribute of a character may be a parameter that indicates at leastone of attributes including fire, tree, and water, for example. Theattribute of a character may be information that indicates asuperior-inferior relationship between characters. For example, acharacter with the fire attribute may make an attack that causes greaterdamage to a character with the tree attribute, but may make an attackthat causes less damage to a character with the water attribute. Theattributes are not limited to fire, tree, and water, and may include along-ranged type, a mid-ranged type, and a short-ranged type, forexample.

The match game part may be, for example, a horizontal-scrolling actiongame. The user may operate a moving object such as a bike to obtaincertain items (attack items) while avoiding obstacles. A characterincluded in the deck may attacks the opponent character in accordancewith the number of attack items obtained. When the HP of the opponentcharacter decreases to zero as a result of one or more attacks made bythe user's character, the user may win the match. In contrast, when thetotal HP of the user's character(s) decreases to zero as a result of anattack made by the opponent character, or when the HP of the opponentcharacter does not decrease to zero within a certain limit time, theuser may lose the match. The outcome or the result of the match may thusbe determined, and the game part may end.

The amount of decrease in the HP of the opponent character as a resultof an attack made by the user's character may be determined by a thirdparameter regarding the positional relationship between the movingobject and the opponent character arranged in virtual space. In thepresent embodiment, the third parameter may be a relative distance dthat indicates the distance between the moving object and the opponentcharacter in virtual space where the moving object and the opponentcharacter are arranged. For example, if the relative distance d becomesgreater (that is, when the moving object and the opponent characterbecome more distant from each other), the amount of decrease in the HPof the opponent character as a result of an attack made by the user'scharacter may be lessened. In contrast, if the relative distance dbecomes less (that is, when the moving object and the opponent characterbecome closer to each other), the amount of decrease in the HP of theopponent character as a result of an attack made by the user's charactermay be heightened.

In the present embodiment, the relative distance d may be automaticallychanged by automatically moving the moving object in the virtual space,for example. The game circumstances, such as the amount of decrease inthe HP of the opponent character as a result of an attack made by theuser's character, may change in accordance with the progress of thegame.

The match game part is not limited to the above-described action game.Games of arbitrary genres, such as a puzzle game, a quiz game, or afighting game, may be played.

The user who wins the match may be rewarded a certain game content. Inthe present embodiment, exemplary certain game media may include acharacter, a character or an item used for strengthening a character(such as increasing the level of a character), and one or more points(such as in-game currency) necessary for increasing the level of acharacter. In the game according to the present embodiment, one of theuser's purposes may be to make characters owned by the user more variousor to increase the level of each character by repeatedly performingasynchronous matches and acquiring rewards.

Next, the elements of the game system 10 will be described. The serverapparatus 11 may include a server communication unit 13, a serverstorage unit 14, and a server control unit 15.

The server communication unit 13 may be an interface for communicatingwirelessly or via wire with an external apparatus and exchanginginformation. The server communication unit 13 may exchange informationwith the terminal apparatus 12 via a network 16 such as the Internet.

The server storage unit 14 may store various types of information andprograms necessary for providing and controlling the game.

For example, the server storage unit 14 may store information regardingeach of users. Information regarding each user may include informationregarding a first game content, deck information, and points, which maybe associated with a user ID, as illustrated in FIG. 2.

A user ID may be an identifier capable of uniquely identifying each of aplurality of users.

Information regarding a first game content may be information regardinga game content (a first game content) owned by a user, namely, acharacter in the present embodiment. A game content owned by a user mayrefer to a game content stored in association with a user ID in theserver storage unit 14. Information regarding a first game content mayinclude, for each character, the identifier of the character, the nameof the character, or the character's HP, attack ability (firstparameter), level, skill, and attribute, for example. An item forchanging a parameter of a character, such as a game content of anothertype including a weapon or protective equipment, may be associated withthe character. A game content such as a character or an item displayedin the game may be displayed in an arbitrary form in the game, such asin the form of a card representing a character or an item.

Deck information may include information regarding one, some, or all ofone or more characters (deck), among one or more characters owned by auser, namely, one or more characters included in information regardingfirst game media. According to an exemplary embodiment, the number ofcharacters included in the deck may be arbitrarily defined. One or morecharacters included in the deck may be used for playing a match gamepart, as has been described above. For example, deck information mayinclude parameters such as the HP, attack ability, level, skill, andattribute of each character included in the deck.

Points may be a parameter that increase as time passes or as the useruses a certain game content, for example. When the user selects a matchgame part, a number of points, this number being indicated by anindication of points consumed corresponding to the selected match gamepart may be consumed, and the game part begins, as will be describedlater. If the user's points are less than the number of points indicatedby the indication of points consumed, the game part may not begin.

The server storage unit 14 may store information regarding a game part.Information regarding a game part may include a game part name,difficulty level, points consumed, information regarding a stage, andinformation regarding a second game content, which may be associatedwith a game part ID, as illustrated in FIG. 3.

A game part ID may be an identifier capable of uniquely identifying eachof match game parts.

A game part name may be the name of a match game part (such as the nameof a quest) identifiable by a user.

A difficulty level may be a parameter that indicates the difficultylevel of a match game part.

The indication of points consumed may be information that indicates thenumber of points necessary for a user to start a match game part. Thesepoints may, for example, increase as time passes, and may be associatedwith each user, as has been described above. A user may select a matchgame part, a quantity of points whose number is indicated by anindication of points consumed corresponding to the selected match gamepart may be consumed, and the match game part may begin.

Information regarding a stage may include various types of informationnecessary for configuring a stage used in the progress of a match gamepart. In the present embodiment, examples of information regarding astage may include information that indicates the shape and location of acourse where a moving object can travel in a horizontal-scrolling actiongame, and information (stage configuration) that indicates the locationof attack items, obstacles, and later-described acceleration items.However, the details of information regarding a stage are not limited tothe above examples. For example, in another embodiment where acompetitive action game is played in which a character freely movable ona game field plays a match with an opponent character in a match gamepart, information regarding a stage may include information thatindicates the shape of the game field and information that indicatesobjects (such as walls, buildings, and trees) located on the game field.Alternatively, in another embodiment where a competitive race game isplayed in which a character and an opponent character travel on a coursein a match game part, information regarding a stage may includeinformation that indicates the shape of the course.

According to an exemplary embodiment, information regarding a stage mayinclude a stage configuration in association with the range or value ofthe relative distance d. For example, as illustrated in FIG. 4, givend₀=0 and d₀<d₁<d₂<d₃<d₄, different stage configurations may beassociated with the range d₀<d≤d₄ and the range d=d₀. Therefore, thestage configuration (the shape and location of a course, for example) ina match game part may be switched in accordance with the relativedistance d. For example, the difficulty level of stage configuration Acorresponding to the range d₀<d≤d₄ may be higher than the difficultylevel of stage configuration B corresponding to the relative distanced=d₀.

In the present embodiment, information regarding a stage may includeinformation that indicates the corresponding relationship between therelative distance d and a change parameter α. The change parameter α maybe a parameter that changes the amount of change (decrease) in the HP ofthe opponent character as a result of an attack made by the user'scharacter, as will be described later. In the present embodiment, thechange parameter α may change within the range of α₀ (such asα₀=0.1)≤α≤α₂ (such as α₂=1.0). The change parameter α may be multipliedwith the attack ability of the user's character, or with the amount ofchange calculated on the basis of the attack ability of the user'scharacter. Alternatively, the change parameter α may be added to theattack ability of the user's character, or to the amount of changecalculated on the basis of the attack ability of the user's character. Agreater value of the change parameter α may thus, according to someembodiments, cause a greater amount of decrease in the HP of theopponent character as a result of an attack made by the user'scharacter.

FIG. 5 is a graph illustrating an exemplary corresponding relationshipbetween the relative distance d and the change parameter α. In thisgraph, the relative distance d is plotted on the horizontal axis, andthe change parameter α is plotted on the vertical axis. In the presentembodiment, given α₀<α₁<α₂, for example, the change parameter α may beα₀ (α=α₀) in the range d₃<d≤d₄. As the relative distance d decreasesfrom d₃, the change parameter α may change (increase) at a first changerate, and the change parameter α may become α₁ (α=α₁) when d is d₁(d=d₁). As the relative distance d decreases from d₁, the changeparameter α may change (increase) at a second change rate, which may begreater than the first change rate, and the change parameter α maybecome α₂ (α=α₂) when d is d₀ (d=d₀). According to an exemplaryembodiment, as has been described above, the possible range of therelative distance d (d₀≤d≤d₄) may be divided into a plurality ofnumerical ranges (d₀≤d≤d₁, d₁<d≤d₃, and d₃<d≤d₄), and the change rate ofthe change parameter α may be defined to be different in these numericalranges. Alternatively, information that indicates the correspondingrelationship between the relative distance d and the change parameter αmay be described by a desired formula, or may be described as a look-uptable.

Information regarding a second game content (see FIG. 3) may beinformation regarding a game content (second game content) with whom theuser plays a match in the match game part, namely, the opponentcharacter in the present embodiment. Information regarding a second gamecontent may include, for example, the opponent character's identifier,name, HP, attack ability, level, skill, and/or attribute.

According to an exemplary embodiment, information regarding a secondgame content may include, for example, as illustrated in FIG. 6, the HP(second parameter) and the relative distance d in association with eachopponent character ID. Information regarding a second game content mayfurther include the attack ability, operation format, and image inassociation with the range or value of the relative distance d.

According to an exemplary embodiment, an opponent character's identifier(ID) may be an identifier capable of uniquely identifying each opponentcharacter.

An HP value may be a parameter that indicates the HP of an opponentcharacter. As has been described above, when the HP of the opponentcharacter decreases to zero, the user may win. In contrast, when thetotal HP of the user's character(s) included in the user's deckdecreases to zero before the HP of the opponent character decreases tozero, the user may lose.

The relative distance d may indicate the range or value of the virtualdistance d between the user's character and the opponent character whoare playing a match with each other.

An attack ability may be a parameter that indicates the attack abilityof an opponent character. As has been described above, the greater theattack ability of the opponent character, the greater the amount ofdecrease in the total HP of the user's character(s) as a result of anattack made by the opponent character. For example, according to oneexemplary embodiment, the attack ability of an opponent character mayincrease in the following order: d₃<d≤d₄ (attack ability=10), d₁<d≤d₃(attack ability=50), d₀<d≤d₁ (attack ability=100), and d=d₀ (attackability=200). According to an exemplary embodiment, the attack abilityof the opponent character may vary inversely with the relative distanced.

An operation format may be information that indicates the operationformat of an opponent character, such as an attack method, an attackfrequency, and usable skills. For example, according to an exemplaryembodiment, different operation formats may be associated with differentranges of the relative distance d, namely, d₁<d≤d₄, d₀<d≤d₁, and d=d₀.Therefore, the operation format of the opponent character in the matchgame part may be switched in accordance with the relative distance d.For example, according to an exemplary embodiment, the operation formatof the opponent character is varied in the following order: an operationformat P may be associated with d₁<d≤d₄, an operation format Q may beassociated with d₀<d≤d₁, and an operation format R may be associatedwith d=d₀. The progression of operation format from P to Q to R may be astrengthening of the operation format of an opponent character. Theoperation format being strengthened may include the operation formatchanging so as to increase the difficulty level of winning against theopponent character; for example, it may change the attack method of theopponent character to make it more effective, may cause an increase inthe attack frequency, or may cause different behavior in the use ofskills. According to an exemplary embodiment, the movement direction andthe movement speed of the opponent character in virtual space may bedifferent in accordance with the operation format. For example, theopponent character may stop or move closer to or away from the movingobject in accordance with the operation format.

An image may be an image that is displayed on a later-described gamepart screen and that indicates the opponent character. For example,different images may be associated with different ranges of the relativedistance d. According to an exemplary embodiment, different images maybe associated with the ranges d₀<d≤d₄ and d=d₀. Therefore, according tosome exemplary embodiments, the image of the opponent characterdisplayed on the game part screen may be different in accordance withthe relative distance d. For example, an image “pic001” may be an imagethat represents the opponent character directed to an opposite direction(such as the rightward direction on the game part screen) from themoving object on the game part screen. In contrast, an image “pic002”may be an image that represents the opponent character directed to thedirection of the moving object (such as the leftward direction on thegame part screen) on the game part screen. The images “pic001” and“pic002” may be identical images that are only different in direction,or may be different images regardless of the direction. Therefore,according to an exemplary embodiment, the image of the opponentcharacter may be switched in accordance with the relative distance d.

Turning again to FIG. 1, the server control unit 15 (see FIG. 1) may bea central processing unit (CPU) that realizes a specific function byloading a specific program, for example. The server control unit 15 maycontrol the entire operation of the server apparatus 11. For example,the server control unit 15 may store, in the server storage unit 14,information regarding a user and information regarding a game part (seeFIGS. 2 to 5).

According to an exemplary embodiment, when the server communication unit13 obtains a request from the terminal apparatus 12 for starting a matchgame part, the server control unit 15 may transmit, from the servercommunication unit 13 to the terminal apparatus 12, a match game partstart instruction including information regarding the user of theterminal apparatus 12 and information regarding a game part according tothe request. As will be described later, information regarding the userand information regarding the game part may be used by the terminalapparatus 12 when the terminal apparatus 12 executes the match gamepart.

According to an exemplary embodiment, when the server communication unit13 obtains from the terminal apparatus 12, which has executed the matchgame part, information that indicates the result of playing the matchgame part (the result of the match), the server control unit 15 mayupdate, on the basis of this information, the information regarding theuser. As will be described later, information that indicates the resultof the match may include, for example, whether the user wins or loses, ascore in accordance with the details of playing the match game part, agame content given as a reward to the user, and parameters (such as thelevel, HP, and attack ability) of a character included in the deck. Forexample, the server control unit 15 may update parameters of a characterincluded in information regarding a first game content, out of theinformation regarding the user, on the basis of information thatindicates the result of the match.

Next, the terminal apparatus 12 will be described. According to anexemplary embodiment, the terminal apparatus 12 may include a terminalcommunication unit 17, a terminal storage unit 18, a display unit 19, aninput unit 20, and a terminal control unit 21.

The terminal communication unit 17 may be an interface for communicatingwirelessly or via wire with an external apparatus and exchanginginformation. According to an exemplary embodiment, the terminalcommunication unit 17 may exchange information with the server apparatus11 via the network 16.

The terminal storage unit 18 may store various types of information andprograms necessary for processing a game provided by the serverapparatus 11. For example, the terminal storage unit 18 may storeinformation included in the match game part start instruction, which maybe received by the terminal communication unit 17 from the serverapparatus 11, such as the information regarding the user and theinformation regarding the game part.

The display unit 19 may be a display device such as a liquid crystaldisplay or an organic electroluminescence (EL) display. The display unit19 may display various game screens according to a game provided by theserver apparatus 11.

The input unit 20 may be an input interface that may include, forexample, a touchscreen integrated with the display unit 19, and that mayaccept a user input performed on the terminal apparatus 12.

According to an exemplary embodiment, the terminal control unit 21 maybe a CPU that may realize a specific function by loading a specificprogram, and may control the entire operation of the terminal apparatus12. For example, the terminal control unit 21 may activate a gameapplication in response to a user input accepted by the input unit 20.When the terminal communication unit 17 receives an instruction todisplay various game screens from the server apparatus 11, the terminalcontrol unit 21 may display a game screen on the display unit 19 or mayupdate the game screen on the basis of the instruction. The terminalcontrol unit 21 may transmit, from the terminal communication unit 17 tothe server apparatus 11, information based on a user input accepted bythe input unit 20.

To give an example of the function of the terminal control unit 21, theterminal control unit 21 may identify a match game part selected on thebasis of a user input accepted by the input unit 20, on a certain gamescreen that displays one or more match game parts to be selectable.Next, the terminal control unit 21 may transmit a request for startingthe selected match game part from the terminal communication unit 17 tothe server apparatus 11. The request for starting the match game partmay include, for example, the game part ID of the selected match gamepart.

Next, in response to the match game part start request, when theterminal communication unit 17 receives a match game part startinstruction from the server apparatus 11, the terminal control unit 21may store, in the terminal storage unit 18, information regarding theuser and information regarding the game part, which may be included inthe instruction.

Next, the terminal control unit 21 may start a match between the user'scharacter(s) included in the deck and the opponent character.Specifically, the terminal control unit 21 may display a game partscreen on the display unit 19 and may start a match process. The gamepart screen and the match process will be described in detail later.

When the match process ends, the terminal control unit 21 may determinethe result of the match. Specifically, when the total HP of the user'scharacter(s) included in the deck decreases to a certain target value(second target value), such as zero, in the match process, or when theHP of the opponent character does not decrease to the second targetvalue within a certain limit time, the terminal control unit 21 maydetermine that the user loses. In contrast, when the HP of the opponentcharacter becomes the second target value, the terminal control unit 21may determine that the user wins. The terminal control unit 21 maytransmit information that indicates the result of the match from theterminal communication unit 17 to the server apparatus 11. As has beendescribed above, information that indicates the result of the match mayinclude, for example, whether the user wins or loses, a score inaccordance with the details of playing the match game part, a gamecontent given as a reward to the user, and parameters (such as thelevel, HP, and attack ability) of a character included in the deck.

Next, the match process executed by the terminal control unit 21 will bedescribed in detail. According to an exemplary embodiment, when thematch process is executed, a match game part, which is ahorizontal-scrolling action game in the present embodiment, may beexecuted.

At first, the terminal control unit 21 may start accepting a user inputperformed on a later-described game part screen. In response to the userinput, the terminal control unit 21 may cause, for example, a movingobject displayed on the game part screen to take a certain action, suchas jumping.

Next, the terminal control unit 21 may automatically change the relativedistance d to be closer to a certain target value (first target value)at a certain time change rate. Specifically, the terminal control unit21 may automatically move at least one of the moving object and theopponent character arranged in virtual space so as to make the relativedistance d closer to the first target value. The time change rate of therelative distance d may correspond to the relative speed of the movingobject with respect to the opponent character. According to an exemplaryembodiment, the first target value do may be zero (d₀₌₀), and theinitial value of the relative distance d may be d₂ (see FIG. 5). Theterminal control unit 21 may automatically decrease the relativedistance d to be closer to do. In this case, the time change rate of therelative distance d may be defined in accordance with the number ofconsecutive achievements of a first task (fourth parameter).

According to an exemplary embodiment, when the moving object obtains anacceleration item arranged in the virtual space, the terminal controlunit 21 may temporarily increase or decrease the time change rate of therelative distance d. For example, when the moving object and an item,such as an attack item, contact each other, the terminal control unit 21may determine that the moving object has obtained the attack item.Skills may also be used to affect the time change rate of the relativedistance d; according to an exemplary embodiment, when a particularskill assigned to a character included in the deck is used, the terminalcontrol unit 21 may temporarily increase or decrease the time changerate of the relative distance d.

Next, the terminal control unit 21 may switch information regarding asecond game content in accordance with the relative distance d. Forexample, when the relative distance d changes from the range d₃<d≤d₄ tothe range d₁<d≤d₃, the terminal control unit 21 may switch, for examplebased on information regarding a second game content illustrated in FIG.6, the attack ability of the opponent character from “10” to “50”.

Next, the terminal control unit 21 may switch information regarding astage in accordance with the relative distance d. For example, when therelative distance d changes from the range d₀<d≤d₁ to the range d=d₀,the terminal control unit 21 may switch, based on information regardinga stage such as is illustrated in FIG. 4, the stage configuration from“A” to “B”.

Next, the terminal control unit 21 may determine whether the first taskis achieved. The first task may be an arbitrary task to be achieved bythe user in the game. In the present embodiment, the first task may beto obtain all of a series of attack items, which may be scrolled fromright to left on the game part screen, as will be described later, usingthe moving object, which may take a certain action in accordance with auser input. In this case, when the moving object and an attack itemcontact each other, the terminal control unit 21 may determine that themoving object has obtained the attack item. When the moving objectobtains all of a series of attack items, the terminal control unit 21may then determine that the first task is achieved. In contrast, whenthe moving object obtains only some of a series of attack items or whenthe moving object does not obtain any of a series of attack items, theterminal control unit 21 may determine that the first task is notachieved.

When the first task has been achieved, the terminal control unit 21 mayincrement the number of consecutive achievements (fourth parameter).Thus, the number of consecutive achievements may indicate the number oftimes the first task is achieved. In this case, the number ofconsecutive achievements may be used to determine the time change rateof the relative distance d, and the amount of change in the HP of theopponent character as a result of an attack made by the user's characterincluded in the deck. Specifically, a greater number of consecutiveachievements may result in a greater time change rate of the relativedistance d, and may result in a greater amount of change in the HP ofthe opponent character.

Next, the terminal control unit 21 may determine whether a second taskis successfully achieved. The second task may be an arbitrary task to beachieved by the user in the game. According to an exemplary embodiment,the second task may be to avoid contact between a moving object whichtakes a certain action in accordance with a user input, and an obstaclethat scrolls from right to left on the game part screen, as will bedescribed later. When the moving object does not contact an obstacle,the terminal control unit 21 may determine that the second task isachieved. In contrast, when the moving object contacts an obstacle, theterminal control unit 21 may determine that the second task is notachieved.

When the second task is not achieved, the terminal control unit 21 maychange (increase) the relative distance d so as to be away from thefirst target value do. According to an exemplary embodiment, the amountof change in the relative distance d may be arbitrarily determined. Forexample, according to one exemplary embodiment, the terminal controlunit 21 may change the relative distance d only by a certain value.Alternatively, the terminal control unit 21 may change the relativedistance d so as to belong to, among a plurality of non-overlappingnumerical ranges, another range (such as d₁<d≤d₃) different from therange (such as d₀≤d≤d₁) to which the relative distance d belongsimmediately before the second task is not achieved.

If the second task is not achieved, the terminal control unit 21 maydecrease the number of consecutive achievements. According to anexemplary embodiment, the amount of decrease in the number ofconsecutive achievements may be arbitrarily determined. For example,according to one exemplary embodiment, the terminal control unit 21 maydecrease the number of consecutive achievements to half (rounded up).

Next, the terminal control unit 21 may determine whether to execute anattack made by at least one of a user's character included in the deckand the opponent character. According to an exemplary embodiment, whenthe moving object obtains a certain number of attack items arranged onthe course, the terminal control unit 21 may determine to execute anattack made by the user's character. When a certain time elapses inaccordance with the operation format of the opponent character, forexample, the terminal control unit 21 may determine to execute an attackmade by the opponent character.

According to an exemplary embodiment, to execute an attack made by theuser's character or the opponent character, the terminal control unit 21may decrease the total HP of the user's character(s) or the HP of theopponent character. For example, to execute an attack made by the user'scharacter, the terminal control unit 21 may determine the amount ofdecrease in the HP of the opponent character on the basis of the attackability of the user's character, and the change parameter α determinedin accordance with the relative distance d.

Next, the terminal control unit 21 may determine whether the total HP ofthe user's character(s) or the HP of the opponent character has reacheda certain target value (second target value). According to an exemplaryembodiment, this second target value may be zero. When the total HP ofthe user's character(s) or the HP of the opponent character reaches thesecond target value, the match process may end. According to anexemplary embodiment, when the total HP of the user's character(s) orthe HP of the opponent character has not yet reached the second targetvalue, the above-described match process may be repeatedly executeduntil a certain limit time elapses.

Next, referring to FIGS. 7 to 9, a game part screen displayed on thedisplay unit 19 of the terminal apparatus 12 will be described.

FIG. 7 illustrates an exemplary embodiment of a game part screen 22immediately after the start of the match game part. In this embodiment,the relative distance d may be d₂ (d=d₂) immediately after the start ofthe match game part. The game part screen 22 may include a limit timeimage 23, a moving object image 24, an opponent character image 25, afirst HP image 26, a second HP image 27, a deck display area 28, acourse image 29, an attack item image 30, and a change parameter image31. According to an exemplary embodiment, the course image 29 and theattack item image 30 may automatically change their positions on thescreen as the screen scrolls in a first direction. The first directionmay be a direction parallel to the screen; according to an exemplaryembodiment, the screen may scroll from right to left (leftwarddirection). For example, the course image 29 and the attack item image30 may move as if they drift from right to left on the screen. Byscrolling the screen in the first direction, the relative distance d maybe automatically decreased, which may cause the moving object toautomatically move toward the opponent character in the virtual space,as described above.

The limit time image 23 may be an image that represents a limit timeleft until the match game part ends.

The moving object image 24 may be an image that represents a movingobject operated in accordance with a user input of a user who playsfirst on the terminal apparatus 12. For example, when the user taps anarbitrary position on the screen, the moving object may jump upward onthe screen.

The opponent character image 25 may be an image that represents theopponent character. Referring to FIG. 7, the relative distance d may bed₂ (d=d₂), and a first image, “pic001” (such as the image of theopponent character directed rightward on the screen) may be displayed asthe opponent character image 25 (see FIG. 6). A display parameter thatdefines the display format of the opponent character image 25 on thegame part screen 22 may be determined in accordance with the relativedistance d. The display parameter includes at least one of the size(display size), brightness, and saturation of the image on the screen.However, the display parameter is not limited to these parameters, andmay include various parameters defining the display format of the image.For example, the distance between the moving object and the opponentcharacter in the virtual space may be represented by changing at leastone of the size, brightness, and saturation of the opponent characterimage 25 in accordance with the relative distance d. For example,according to an exemplary embodiment, as the relative distance d isincreased, the size of the opponent character image 25 may be decreased.According to another exemplary embodiment, a greater relative distance dmay brighten or darken the brightness of the opponent character image25. According to another exemplary embodiment, a greater relativedistance d may lower the saturation of the opponent character image 25.In this manner, the fact that the moving object and the opponentcharacter are becoming further apart in the depth direction (seconddirection) of the screen may be represented.

The first HP image 26 may be an image that represents the total HP ofthe user's character(s) included in the deck, and the second HP image 27may be an image that represents the HP of the opponent character. Forexample, the first HP image 26 and the second HP image 27 may be bars orother indicators, and the length of each indicator may become shorter asthe HP decreases.

The deck display area 28 may be an area where an image that representsthe user's character(s) included in the deck is displayed. The image ofeach character may also function as an interface that accepts a userinput. According to an exemplary embodiment, when the user taps theimage of a character, a skill associated with the character may beactivated. In response to the activation of the skill, various effectsmay occur, such as the occurrence of damage to the opponent character ora decrease in the amount of damage caused by the opponent character.

The course image 29 may be an image that represents the footing of themoving object. According to an exemplary embodiment, the moving objectmay be able to travel on the course. The user may operate the movingobject so that the moving object does not fall downward from the courseon the screen.

The attack item image 30 may be an image that represents an attack itemnecessary for a character included in the deck to attack the opponentcharacter. For example, according to an exemplary embodiment, when themoving object has obtained a certain number of attack items, a characterincluded in the deck may attack the opponent character. Referring toFIG. 7, eight attack items that are closely arranged to one another maycorrespond to the above-described series of attack items. When themoving object obtains all of the eight attack items, that is, when thefirst task is achieved, the number of consecutive achievements mayincrease. The user may operate the moving object so that the movingobject obtains attack items on the screen.

The change parameter image 31 may be an image that represents the changeparameter α defined in accordance with the relative distance d.Referring to FIG. 7, according to an exemplary embodiment, the changeparameter image 31 may illustrate that the change parameter α is 0.2(α=0.2 (20%)), and the amount of damage to the opponent character maycorrespondingly decrease to 20%. According to an exemplary embodiment,the change parameter image 31 may be displayed when the user's charactermakes an attack; according to an alternative exemplary embodiment, thechange parameter image 31 may be displayed at all times at an arbitraryposition on the screen.

According to an exemplary embodiment, the above-described game partscreen 22 may be incorporated into a game that represents the movementof the moving object in terms of scrolling in the first direction of thescreen, as will be described later.

According to an exemplary embodiment of a general game where the screenscrolls, only the virtual space surrounding a moving object operated bya user may be displayed on the screen. Therefore, an object (such as anopponent character) arranged relatively far away from the moving objectmay not be displayed on the screen unless the screen scrolls a certainamount. According to an exemplary embodiment of a general game, theopponent character may not be displayed on the screen until the movingobject comes sufficiently close to the opponent character.

In contrast, an exemplary embodiment of the game part screen 22 mayrepresent the movement of the moving object in terms of scrolling in thefirst direction of the screen, and may at the same time display theopponent character image 25, which is distant in the depth direction ofthe screen, by using the display parameter in accordance with therelative distance d. According to such an exemplary embodiment, theopponent charter, which is arranged at a relatively distant place fromthe moving object in the virtual space, may be displayed on the screen,and at the same time, the user can be caused to recognize the positionalrelationship between the moving object and the opponent character.

According to an exemplary embodiment, a user may be able to recognize,from the game part screen 22, the positional relationship between themoving object and the opponent character in the virtual space on thebasis of the relative distance d. The processing load on the terminalapparatus 12 may be decreased, compared with an exemplary configurationthat arranges a moving object and an opponent character inthree-dimensional virtual space, and displays the three-dimensionalvirtual space to cause the user to recognize the positional relationshipbetween the moving object and the opponent character.

Turning now to exemplary FIG. 8, FIG. 8 illustrates an exemplary gamepart screen 22 after the match game part has progressed and the relativedistance d has become d₁ (d=d₁ (<d₂)). Referring to FIG. 8, the opponentcharacter image 25 may be displayed larger than that in FIG. 7 where therelative distance d is d₂ (d=d₂). In addition, the change parameterimage 31 may illustrate that the change parameter α is 0.3 (α=0.3(30%)), and the amount of damage to the opponent character maycorrespondingly decrease to 30%.

FIG. 9 illustrates an exemplary game part screen 22 in the case wherethe match game part has further progressed and the relative distance dhas become do (d=d₀ (first target value)). Referring to FIG. 9, therelative distance d may be do (d=d₀), and the opponent character image25 may be switched; for example, the opponent character image 25 may beswitched to “pic002” (such as the image of the opponent characterdirected leftward on the screen) (see FIG. 6). In addition, the changeparameter image 31 may illustrate that the change parameter α is 1.0(α=1.0 (100%)), and the amount of damage to the opponent character mayaccordingly not decrease.

Referring again to FIG. 9, the game part screen 22 may include anobstacle image 32. The obstacle image 32 may be an image that representsan obstacle. According to an exemplary embodiment, the obstacle image 32may move as if it drifts from right to left on the screen, like thecourse image 29 and the attack item image 30 illustrated in FIG. 7.According to an exemplary embodiment, when the moving object and theobstacle image 32 contact each other, that is, when the second task isnot achieved, the relative distance d may increase, and the number ofconsecutive achievements may decrease.

Next, referring to the flowchart illustrated in FIG. 10, the operationof an exemplary embodiment of the terminal apparatus 12 which executes amatch game part will be described. According to an exemplary embodiment,this operation may start after the terminal apparatus 12 transmits arequest for starting a match game part to the server apparatus 11.

In Step S100, the terminal communication unit 17 may first receive fromthe server apparatus 11 an instruction for starting a match game part.The terminal control unit 21 may then store, in the terminal storageunit 18, information regarding a user and information regarding a gamepart, which are included in the instruction.

In Step S101, next, the terminal control unit 21 may display a game partscreen on the display unit 19, and may start a match process.

In Step S102, when the match process in step S101 ends, the terminalcontrol unit 21 may determine the result of the match, and may transmitinformation indicating the result of the match from the terminalcommunication unit 17 to the server apparatus 11. According to anexemplary embodiment, the terminal control unit 21 may determine thatthe user loses when the total HP of the user's character(s) included inthe deck decreases to the second target value (zero) in the matchprocess. In contrast, the terminal control unit 21 may determine thatthe user wins when the HP of the opponent character decreases to thesecond target value in the match process.

Next, referring to the flowchart illustrated in FIG. 11, the operationof an exemplary embodiment of the terminal apparatus 12 which executes amatch process will be described. This operation may be executed in stepS101 described above (see FIG. 10).

In Step S200, first, the terminal control unit 21 may start accepting auser input performed on a later-described game part screen.

In Step S201, next, the terminal control unit 21 may automaticallychange the relative distance d to be closer to the first target value(d₀) at a certain time change rate.

In Step S202, next, the terminal control unit 21 may switch informationregarding a second game content in accordance with the relative distanced. The terminal control unit 21 may also switch information regarding astage in accordance with the relative distance d.

In Step S203, next, the terminal control unit 21 may determine whetherthe first task is or has been achieved. When the first task is achieved(YES in step S203), the operation may proceed to step S204. In contrast,when the first task has not been achieved (NO in step S203), theoperation may proceed to step S205.

In Step S204, when the first task is achieved in step S203 (YES in stepS203), the terminal control unit 21 may increment the number ofconsecutive achievements.

In Step S205, after step S204, or when the first task is not achieved instep S203 (NO in step S203), the terminal control unit 21 may determinewhether the second task is achieved. When the second task is achieved(YES in step S205), the operation may proceed to step S208. In contrast,when the second task has not been achieved (NO in step S205), theoperation may proceed to step S206.

In Step S206, when the second task has not been achieved in step S205(NO in step S205), the terminal control unit 21 may change (increase)the relative distance d so as to be away from the first target value do.

In Step S207, next, the terminal control unit 21 may decrease the numberof consecutive achievements.

In Step S208, after step S207, or when the second task is achieved instep S205 (YES in step S205), the terminal control unit 21 may determinewhether to execute an attack made by at least one of the user'scharacter included in the deck and the opponent character. To execute anattack (YES in step S208), the operation may proceed to step S209. Incontrast, when the terminal control unit 21 determines not to execute anattack (NO in step S208), according to an exemplary embodiment, theoperation may return to step S201 until when a certain limit timeelapses.

In Step S209, to execute an attack in step S208 (YES in step S208), theterminal control unit 21 may decrease the total HP of the user'scharacter(s) or the HP of the opponent character. To execute an attackmade by the user's character, the terminal control unit 21 may determinethe amount of decrease in the HP of the opponent character on the basisof the attack ability of the user's character, and the change parameterα determined in accordance with the relative distance d.

In Step S210, next, the terminal control unit 21 may determine whetherthe total HP of the user's character(s) or the HP of the opponentcharacter has reached the second target value (for example, zero). Whenthe total HP of the user's character(s) or the HP of the opponentcharacter reaches the second target value (YES in step S210), the matchprocess may end, and the operation may proceed to step S102 describedabove (see FIG. 10). In contrast, when the total HP of the user'scharacter(s) or the HP of the opponent character has not reached thesecond target value (NO in step S210), the operation may return to stepS201 until when the certain limit time elapses.

According to an exemplary embodiment, the terminal apparatus 12 mayautomatically change the relative distance d to be closer to the firsttarget value (d₀) at a certain time change rate, and, when the user'scharacter included in the deck makes an attack, the HP of the opponentcharacter may be changed on the basis of the relative distance d.According to such an embodiment, damage caused to the opponent characteras a result of an attack made by the user's character may change inaccordance with the relative distance d. This may help prevent the gamefrom becoming monotonous, and may allow the game to undergo changes inits development in accordance with the progress of the game.

According to an exemplary embodiment, when the relative distance d isequal to the first target value (d₀) (as illustrated in FIG. 5, forexample), the change parameter α may become the maximum (α₂), and theamount of change in the HP of the opponent character as a result of anattack made by the user's character may also become the greatest.Therefore, according to an exemplary embodiment, when the relativedistance d is equal to the first target value, the HP of the opponentcharacter can be more effectively changed than in other cases.Accordingly, the game may become more entertaining in circumstanceswhere the relative distance d is equal to the first target value.Because the user is motivated to maintain the relative distance d at thefirst target value, the user may experience more tension in theirgameplay, thereby making the game more entertaining.

According to an exemplary embodiment, as the relative distance d becomescloser to the first target value (d₀) (as illustrated in FIG. 5, forexample), the change parameter α may increase, and the amount of changein the HP of the opponent character as a result of an attack made by theuser's character may also increase. Therefore, as the relative distanced becomes closer to the first target value, the HP of the opponentcharacter can be more effectively changed than in other cases.Accordingly, the game may become even more entertaining. Because theamount of change in the HP of the opponent character may increase inaccordance with the relative distance d, the user can be caused torecognize changes in the relative distance d.

According to an exemplary embodiment, as illustrated in FIG. 6,information regarding a second game content may be switched inaccordance with the relative distance d. In such an embodiment, at leastone of the operation format and image of the opponent character maychange in accordance with the relative distance d in this manner. Thismay further prevent the game from becoming monotonous, and allow thedevelopment of the game to change in accordance with the progress of thegame. Because at least one of the operation format and image of theopponent character may change in accordance with the relative distanced, the user can be caused to recognize changes in the relative distanced.

According to an exemplary embodiment, the HP of the opponent charactermay be changed on the basis of the number of consecutive achievements,which may increase when the first task is achieved. According to such anembodiment, because damage caused to the opponent character as a resultof an attack made by the user's character may change in accordance withthe number of consecutive achievements, this may allow the developmentof the game to change in accordance with the progress of the game.

According to an exemplary embodiment, the time change rate of therelative distance d may be defined in accordance with the number ofconsecutive achievements. This may, for example, increase the user'sinterest in the game, because the user is prompted to achieve the firsttask by motivating the user to increase the number of consecutiveachievements.

According to an exemplary embodiment, when the second task is notachieved, the relative distance d may be changed so as to be away fromthe first target value (d₀). This may motivate the user to achieve thesecond task in this manner, and may increase the user's interest in thegame.

Although the present invention has been described on the basis of thedrawings and the embodiments, it should be noted that variousmodifications or changes can be made by those skilled in the art on thebasis of the present disclosure. Therefore, it should be noted thatthese modifications or changes fall within the scope of the presentinvention. For example, the functions included in each unit or each stepmay be relocated to the extent that relocating them would not belogically inconsistent with other functions. A plurality of units orsteps can also be combined as one unit or step, or one unit or step canbe separated into a plurality of units or steps.

For example, according to an exemplary embodiment, the server apparatus11 and the terminal apparatus 12 may store information that indicatesthe corresponding relationship between the attribute of the user'scharacter and the relative distance d in the above-described embodiment,and, if an attribute corresponding to the relative distance d has acertain corresponding relationship with the attribute of the user'scharacter during the progress of a match game part, such as if the twoattributes are identical, the amount of change in the HP of the opponentcharacter as a result of an attack made by the user's character may beincreased. For example, according to one exemplary embodiment, theserver apparatus 11 and the terminal apparatus 12 may store informationthat associates a long-ranged type to d₃<d≤d₄, a mid-ranged type tod₁<d≤d₃, and a short-ranged type to d₀≤d≤d₁. During the progress of amatch game part, for a character associated with the long-ranged typeattribute, when the relative distance d satisfies d₃<d≤d₄, the amount ofchange in the HP of the opponent character as a result of an attack madeby the character may become greater than it would be for a character notassociated with the long-ranged type attribute. According to anexemplary embodiment, since the relative distance d which isadvantageous for each character may vary as described above, deckgeneration may become more strategic. For example, a user may bemotivated to maintain the relative distance d advantageous for acharacter included in the deck, which may cause the match game part tobecome more strategic; for example, a user may elect to intentionallyfail in achieving the second task in order to maintain the advantageousrelative distance d.

Although previous exemplary embodiments have discussed the configurationof changing the amount of change in the HP of the opponent character asa result of an attack made by the user's character in accordance withthe relative distance d, other parameters may be changed in accordancewith the relative distance d. For example, according to an exemplaryembodiment, an attack success rate of the user's character (such as theattack accuracy rate) may change in accordance with the relativedistance d. For example, a greater relative distance d may give theuser's character a lower attack success rate.

Although previous exemplary embodiments have discussed the configurationof switching information regarding a second game content, such as theoperation format or image of the opponent character, in accordance withthe relative distance d, various types of information regarding theopponent character may be switched. For example, according to anexemplary embodiment, the configuration may switch the image of theopponent character to a gigantic image when the relative distance dbecomes equal to a certain value, such as the first target value (d₀).According to an exemplary embodiment, a gigantic opponent characterimage may be divided into a plurality of portions, each of which isassociated with the HP.

For example, as illustrated in FIG. 12, an exemplary embodiment of theopponent character image 25 may include a plurality of portions, such asa head 25 a, a body 25 b, and feet 25 c. According to such anembodiment, if the moving object is on a course image 29 a or 29 b, theHP of the head 25 a may change as a result of an attack made by acharacter included in the deck. If the moving object is on a courseimage 29 c or 29 d, the HP of the body 25 b may change as a result of anattack made by a character included in the deck. If the moving object ison a course image 29 e or 29 f, the HP of the feet 25 c may change as aresult of an attack made by a character included in the deck. Accordingto an exemplary embodiment, it may be defined that the user wins whenall the HPs associated with the plurality of portions decrease to thesecond target value (for example, zero).

In the above configuration, the corresponding relationship between therelative distance d and the change parameter α, which may be differentfor the individual portions of the opponent character, may be set. Forexample, according to an exemplary embodiment, the change parameter αmay become the maximum when the relative distance d is 10 (d=10) for thehead 25 a; the change parameter α may become the maximum when therelative distance d is 5 (d=5) for the body 25 b; and the changeparameter α may become the maximum when the relative distance d is 3(d=3) for the feet 25 c.

Although previous exemplary embodiments have discussed the configurationwhere the moving object moves to be closer to the opponent character inthe virtual space, the movement format of the moving object and theopponent character may not be limited to the above. For example,according to an exemplary embodiment, the configuration may be such thatthe moving object moves to be away from (flee from) the opponentcharacter, or the opponent character moves to be closer to the movingobject. In such an exemplary embodiment, the first target value may beset to the maximum value that the relative distance d may take, forexample. Other variations may also be understood; for example, as in aprevious exemplary embodiment, information regarding a second gamecontent, such as the operation format or image of the opponentcharacter, may be switched in accordance with the relative distance d.

Although previous exemplary embodiments have described that the matchgame part is a single-player game part, according to an exemplaryembodiment, the match game part may be a multiple-player game part inwhich multiple users play a match with a common opponent character. Inone exemplary embodiment, the preferential rating of each user definedas a target to be attacked by the opponent character may be determinedon the basis of the relative distance d between each user's movingobject and the opponent character in the virtual space. For example,when the opponent character makes an attack, a user with a shortrelative distance d may be determined as a target to be attacked by theopponent character. This may make the game more strategic; for example,by having some users preferentially receive attacks made by the opponentcharacter, other users may be protected.

Although previous exemplary embodiments have discussed the configurationwhere the number of consecutive achievements is incremented when thefirst task is achieved and is decreased when the second task is notachieved, according to an exemplary embodiment, the first task and thesecond task may be defined based on the genre or details of the game.For example, according to one exemplary embodiment, a puzzle game fordeleting objects may define the first task as deleting an object and thesecond task as deleting the next object within a certain time.

Alternatively, a fighting game for characters to battle each other maydefine the first task as making an attack that accurately hits theopponent character, and the second task as making the next attack thataccurately hits the opponent character within a certain time.Alternatively, a first person shooter (FPS) game for repelling anopponent character using a weapon such as a gun may define the firsttask as accurately shooting an opponent character, and the second taskas shooting the next opponent character within a certain time withoutreloading the gun.

According to an exemplary embodiment, the first task and the second taskmay be an identical task. For example, according to an exemplaryembodiment wherein the game is a quiz game for sequentially answering aplurality of questions, the first task and the second task may bedefined as correctly answering each question within a certain time.

Although previous embodiments have discussed the configuration in whichthe first game content owned by the user is different from the movingobject arranged in the virtual space, the configuration may be such thatthe first game content may be used as the moving object. In this case,the third parameter may be a parameter regarding the positionalrelationship between the first game content, which is the moving object,and the second game content in the virtual space. Specifically, thethird parameter may be the relative distance d indicating the distancebetween the first game content and the second game content.

According to an exemplary embodiment, the game may be a native game inwhich the processing performed by the server apparatus 11 is partiallyor entirely executed by a native application installed in the terminalapparatus 12.

According to an exemplary embodiment, various game screens may bepartially displayed via a web display on the terminal apparatus 12 onthe basis of data generated by the server apparatus 11, and part (suchas a header area and a footer area where menu buttons are located) ofeach game screen may be displayed via a native display by a nativeapplication installed in the terminal apparatus 12. According to such anexemplary embodiment, the game may be a hybrid game where the serverapparatus 11 and the terminal apparatus 12 each perform part of theprocessing.

According to an exemplary embodiment, an information processingapparatus such as a computer or a cellular phone may be suitably used tofunction as the server apparatus 11 or the terminal apparatus 12. Suchan information processing apparatus can be realized by storing, in astorage unit of the information processing apparatus, a program thatdescribes the details of processing for realizing each function of theserver apparatus 11 or the terminal apparatus 12 according to theembodiment, and reading and executing the program with the use of a CPUof the information processing apparatus.

What is claimed is:
 1. A non-transitory computer-readable medium uponwhich a computer program product is embodied, comprising code executableby a computer arranged to operate a computer game, the computer havingat least a processor and a storage unit, to cause the computer to carryout the following steps: a storing step, comprising storing, in thestorage unit, a first parameter associated with a first game contentarranged in virtual space, and a second parameter associated with asecond game content arranged in the virtual space, the first parametercorresponding to a degree of adjustment attribute of the first gamecontent, the second parameter corresponding to a mutable attribute ofthe second game content; a starting step, comprising, with theprocessor, starting a match between the first game content and thesecond game content, wherein starting the match comprises defining athird parameter, the third parameter corresponding to a positionalrelationship between the first game content and the second game contentin the virtual space; a comparison step, comprising, with the processor,comparing the third parameter to a first target value, and, when thereis at least a predetermined difference between the third parameter andthe first target value, reducing the value of a change parameter to anonzero value based on a result of a comparison between the thirdparameter and the first target value; a changing step, comprising, withthe processor, determining that a first task has been executed andchanging the second parameter associated with the second game content byan amount, wherein the amount is determined based on an adjustment ofthe first parameter by the change parameter; and a determining step,comprising determining, with the processor, that a user wins the matchwhen the second parameter becomes a second target value.
 2. Thenon-transitory computer-readable medium of claim 1, wherein thecomparison step further comprises: determining a first target valuebased on a range attribute of the first game content, the rangeattribute comprising at least one of the set of: a short range attributeand a long range attribute; setting the predetermined difference to afirst predetermined difference when the range attribute is the shortrange attribute and setting the predetermined difference to a secondpredetermined difference larger than the first predetermined differencewhen the range attribute is the long range attribute.
 3. Thenon-transitory computer-readable medium of claim 1, wherein thecomparison step further comprises: comparing the third parameter to aminimum distance value, and, when the third parameter is less than theminimum distance value, reducing the value of a change parameter to anonzero value based on a result of a comparison between the thirdparameter and the minimum distance value.
 4. The non-transitorycomputer-readable medium of claim 3, wherein the change parameter isadjusted by a first change rate when there is at least the predetermineddifference between the third parameter and the first target value, andwherein the change parameter is adjusted by a second change rate whenthe third parameter is less than the minimum distance value.
 5. Thenon-transitory computer-readable medium of claim 4, wherein the secondchange rate is greater than the first change rate.
 6. The non-transitorycomputer-readable medium of claim 1, further comprising: automaticallyadjusting a position of the first game content in a first direction byautomatically changing the third parameter to be closer to the firsttarget value at a certain time change rate; and receiving a user input,and, in response to the user input, automatically adjusting the positionof the first game content in a different direction.
 7. Thenon-transitory computer-readable medium of claim 1, wherein thecomparison step further comprises adjusting an operation format from afirst operation format associated with a first range of values of thethird parameter to a second operation format associated with a secondrange of values of the third parameter.
 8. A non-transitorycomputer-readable medium upon which a computer program product isembodied, comprising code executable by a computer arranged to operate acomputer game, the computer having at least a processor and a storageunit, to cause the computer to carry out the following steps: a storingstep, comprising storing, in the storage unit, a first parameterassociated with a first game content arranged in virtual space, and asecond parameter associated with a second game content arranged in thevirtual space, the first parameter corresponding to a degree ofadjustment attribute of the first game content, the second parametercorresponding to a mutable attribute of the second game content; astarting step, comprising, with the processor, starting a match betweenthe first game content and the second game content; an increasing step,comprising, with the processor, defining a fourth parameter comprising acounter of a number of consecutive achievements of a first task,receiving an instruction to perform at least one instance of the firsttask, and increasing a value of the fourth parameter based on the numberof consecutive achievements of the first task; a decreasing step,comprising, with the processor, determining that an instance of thefirst task has not been achieved, after the increasing step has beenperformed, and reducing a value of the fourth parameter by apredetermined amount; a changing step, comprising, with the processor,changing the second parameter associated with the second game content toan adjusted value, wherein the adjusted value is determined based on thefirst parameter and the fourth parameter; and a determining step,comprising determining, with the processor, that a user wins the matchwhen the second parameter becomes a second target value.
 9. Thenon-transitory computer-readable medium according to claim 8, wherein aninitial value of the second parameter is adjusted based on the fourthparameter.
 10. The non-transitory computer-readable medium according toclaim 8, wherein an amount of adjustment of the second parameter isadjusted based on the fourth parameter.
 11. The non-transitory computerreadable medium according to claim 8, wherein the first task comprisescollecting, with the first game content, each of a plurality of itemsprovided in the virtual space.
 12. The non-transitory computer-readablemedium according to claim 8, wherein the first task comprises at leastone of: deleting an object, answering a question, and executing anattack.
 13. The non-transitory computer readable medium according toclaim 8, wherein determining that the instance of the first task has notbeen achieved comprises at least one of: determining that the instanceof the first task has not been completed accurately, and determiningthat the instance of the first task has not been completed within a timeperiod.
 14. A system for providing a game, the system comprising: astorage unit configured to store a first parameter associated with afirst game content arranged in virtual space and a second parameterassociated with a second game content arranged in the virtual space, thefirst parameter corresponding to a degree of adjustment attribute of thefirst game content, the second parameter corresponding to a mutableattribute of the second game content; and a control unit comprising aprocessor, wherein the control unit is configured to: start a matchbetween the first game content and the second game content, and define athird parameter, the third parameter corresponding to a positionalrelationship between the first game content and the second game contentin the virtual space; compare the third parameter to a first targetvalue, and, when there is at least a predetermined difference betweenthe third parameter and the first target value, reduce the value of achange parameter to a nonzero value based on a result of a comparisonbetween the third parameter and the first target value; determine that afirst task has been executed, determine an amount of adjustment to bemade to the second parameter based on the first parameter and the changeparameter, and change the second parameter associated with the secondgame content by the amount; and determine that a user wins the matchwhen the second parameter becomes a second target value.
 15. The systemof claim 14, wherein the control unit is further configured to:determine a first target value based on a range attribute of the firstgame content, the range attribute comprising at least one of the set of:a short range attribute and a long range attribute; set thepredetermined difference to a first predetermined difference when therange attribute is the short range attribute and setting thepredetermined difference to a second predetermined difference largerthan the first predetermined difference when the range attribute is thelong range attribute.
 16. The system of claim 14, wherein the controlunit is further configured to: compare the third parameter to a minimumdistance value, and, when the third parameter is less than the minimumdistance value, reduce the value of a change parameter to a nonzerovalue based on a result of a comparison between the third parameter andthe minimum distance value.
 17. The system of claim 16, wherein thecontrol unit is further configured to adjust the change parameter by afirst change rate when there is at least the predetermined differencebetween the third parameter and the first target value, and adjust thechange parameter by a second change rate when the third parameter isless than the minimum distance value.
 18. The system of claim 17,wherein the second change rate is greater than the first change rate.19. The system of claim 14, wherein the control unit is furtherconfigured to: automatically adjust a position of the first game contentin a first direction by automatically changing the third parameter to becloser to the first target value at a certain time change rate; andreceive a user input, and, in response to the user input, automaticallyadjust the position of the first game content in a different direction.20. The system of claim 14, wherein the control unit is furtherconfigured to: adjust an operation format from a first operation formatassociated with a first range of values of the third parameter to asecond operation format associated with a second range of values of thethird parameter.